Group 10

A: The Firing Squad

Grabber, Pusher, and Zapper; 3-0; +∞,

Pusher is key: it should push the Blocks on the third and fifth lift (counting from the very south) and then position itself on the southernmost lift. Then, Grabber can safely lower all remaining lifts: the Zapping Canons destroy all the objects laying between Grabber and the Klondike, but for the Force Down that must be destroyed by Zapper. Finally, Grabber can collect the two Klondikes.


B: There's no Escape

Zapper; 0-6; +∞,

The Hoppers don't all go in the same directions, so the best way is for Zapper to destroy the first Hopper while facing north, then move north and east and position itself at the intersection of the Time Bombs and shoot away!


C: Walkabout

Grabber and Zapper; 2-0; 1,000s,

Not sure why 1,000 seconds to solve this puzzle: Grabber must simply follow the path to the lift on which sits a Klondike, collect it, and go up and then down with the other lift. Zapper can then destroy the Zapping Canon and Grabber collect the second and last Klondike.


D: Keeping Cool

Grabber, Pusher, and Zapper; 3-0; +∞,

Grabber and Pusher must work together to protect Zapper: Pusher must block the Worm so that it cannot move and trigger the Proximity Mine. To do so, Pusher should:


while, every about 6-7 seconds, Grabber triggers one of the four Freezers to prevent the Worm to move! Once Pusher done with its program, it should turn left and move forward one last time. Now, Zapper is safe and the Hoppers can be let move freely in sight of Zapper...


E: One Way Street

Grabber, Pusher, and Zapper; 1-0; +∞,

Good synchronisation is key: Pusher must move to face Grabber, Grabber must turn towards Pusher. Then, using two programs, they must most together in front of the Pushing Canons, so they will both be pushed to the very end. While being pushed, Grabber must activate the Force Down: it takes a bit of practice but Grabber should fire as soon as it is stopped in front of the Force Down, before the next push... No sooner! Then, Pusher can go up on lift to push the Glass Block and Grabber can go up the other lift to collect the Klondike.


F: Out on a Limb

Grabber, Pusher, and Zapper; 3-0; 300s,

Poor Pusher again, I guess it is the limb... Grabber should go down by the lift closer to Zapper to release the Worms and also bring down the second lift using the Force Down. Once the two (our of three!) Proximity Mines destroyed by the Worms, Zapper can destroy the Flag while Pusher can use the other lift to go up and push the farthest Block next to the Klondike and the other Block next to the first one. Then, it must go down and trigger the last Proximity Mine. Now, Grabber is free to collect the remaining Klondikes with plenty of time...


G: The Boston Tea Party

Grabber and Pusher; 2-0; +∞,



H: The Crooked Sixpence

Grabber and Zapper; 2-0; 150s,



I: A Stitch in Time...

Grabber and Zapper; 0-6; +∞,


The last three changes:

Tygre - 2015-05-09 10:52:55 am  |  Tygre - 2014-10-04 11:39:11 pm  |  Tygre - 2014-08-31 10:46:02 pm